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  <ul>
    <li><a href="#dirty-renderobjects">Dirty RenderObjects</a></li>
    <li><a href="#request-visual-update">Request Visual Update</a></li>
    <li><a href="#handle-draw-frame">Handle Draw Frame</a>
      <ul>
        <li><a href="#flush-layout">Flush Layout</a></li>
        <li><a href="#flush-compositing-bits">Flush Compositing Bits</a></li>
        <li><a href="#flush-paint">Flush Paint</a></li>
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    <article class="post">
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            <h1 class="post-title">深入浅出之PipelineOwner</h1>
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        <date class="post-meta meta-date">
            2021年9月14日
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            <p>本文是『 深入浅出 Flutter Framework 』系列文章的第六篇，详细介绍了 PipelineOwner 在整个 Rendering Pipeline 中是如何协助『 RenderObject Tree 』、『 RendererBinding』以及『 Window』完成 UI 刷新。</p>
<h1 id="overview">Overview</h1>
<hr>
<p><code>PipelineOwner</code>在 Rendering Pipeline 中起到重要作用：</p>
<ul>
<li>随着 UI 的变化而不断收集『 Dirty Render Objects 』</li>
<li>随之驱动 Rendering Pipeline 刷新 UI</li>
</ul>
<p>简单讲，<code>PipelineOwner</code>是『RenderObject Tree』与『RendererBinding』间的桥梁，在两者间起到沟通协调的作用。</p>
<h1 id="关系">关系</h1>
<hr>
<p><a href="https://zxfcumtcs.github.io/img/PipelineOwner.PNG">
        <a data-fancybox="gallery" href="https://luckly007.oss-cn-beijing.aliyuncs.com/image/PipelineOwner.PNG">
            <img class="mx-auto" alt="img" src="https://luckly007.oss-cn-beijing.aliyuncs.com/image/PipelineOwner.PNG" />
        </a>
    </a>
如上图：</p>
<ul>
<li><code>RendererBinding</code>创建并持有<code>PipelineOwner</code>实例，Code1-第<code>8~12</code>行</li>
<li>同时，<code>RendererBinding</code>会创建『RenderObject Tree』的根节点，即：RenderView，并将其赋值给<code>PipelineOwner#rootNode</code>，Code1-第<code>13~24</code>行</li>
<li>在『RenderObject Tree』构建过程中，每插入一个新节点，就会将<code>PipelineOwner</code>实例 attach 到该节点上，即『RenderObject Tree』上所有结点共享同一个<code>PipelineOwner</code>实例，Code2-第<code>4</code>行</li>
</ul>
<pre><code>Code1-RendererBinding#init// 代码有删减，下同
//
mixin RendererBinding {
  @override
  void initInstances() {
    super.initInstances();
    _instance = this;
    _pipelineOwner = PipelineOwner(
      onNeedVisualUpdate: ensureVisualUpdate,
      onSemanticsOwnerCreated: _handleSemanticsOwnerCreated,
      onSemanticsOwnerDisposed: _handleSemanticsOwnerDisposed,
    );
    initRenderView();
    addPersistentFrameCallback(_handlePersistentFrameCallback);
  }

  void initRenderView() {
    renderView = RenderView(configuration: createViewConfiguration(), window: window);
    renderView.prepareInitialFrame();
  }

  set renderView(RenderView value) {
    _pipelineOwner.rootNode = value;
  }
Code2-RenderObject#adoptChildvoid adoptChild(covariant AbstractNode child) {
  child._parent = this;
  if (attached)
    child.attach(_owner);
  redepthChild(child);
}

void attach(covariant Object owner) {
  _owner = owner;
}
</code></pre><blockquote>
<pre><code>RendererBinding`是 mixin，其背后真实的类是`WidgetsFlutterBinding
</code></pre></blockquote>
<p>如上所述，正常情况下在 Flutter 运行过程中只有一个<code>PipelineOwner</code>实例，并由<code>RendererBinding</code>持有，用于管理所有『 on-screen RenderObjects 』。
然而，如果有『 off-screen RenderObjects 』，则可以创建新的<code>PipelineOwner</code>实例来管理它们。
『on-screen PipelineOwner』与 『 off-screen PipelineOwner 』完全独立，后者需要创建者自己维护、驱动。</p>
<blockquote>
<p><code>mixin RendererBinding on BindingBase, ServicesBinding, SchedulerBinding, GestureBinding, SemanticsBinding, HitTestable</code>
如上，<code>RendererBinding</code>要求其附属类 mixin <code>BindingBase</code>、<code>ServicesBinding</code>、<code>SchedulerBinding</code>、<code>GestureBinding</code>、<code>SemanticsBinding</code>以及<code>HitTestable</code>，为了描述方便，文本提到的<code>RendererBinding</code>上的方法也可能来自于其他几个 Binding。</p>
</blockquote>
<h1 id="驱动">驱动</h1>
<hr>
<h2 id="dirty-renderobjects">Dirty RenderObjects</h2>
<p>Render Object 有4种『 Dirty State』 需要 PipelineOwner 去维护：</p>
<ul>
<li>Needing Layout：Render Obejct 需要重新 layout</li>
<li>Needing Compositing Bits Update：Render Obejct 合成标志位(Compositing)有变化</li>
<li>Needing Paint：Render Obejct 需要重新绘制</li>
<li>Needing Semantics：Render Object 辅助信息有变化</li>
</ul>
<p><a href="https://zxfcumtcs.github.io/img/RenderObject_PipelineOwner_RendererBinding.png">
        <a data-fancybox="gallery" href="https://zxfcumtcs.github.io/img/RenderObject_PipelineOwner_RendererBinding.png">
            <img class="mx-auto" alt="img" src="https://zxfcumtcs.github.io/img/RenderObject_PipelineOwner_RendererBinding.png" />
        </a>
    </a></p>
<p>如上图：</p>
<ul>
<li>当 RenderObject 需要重新 layout 时，调用<code>markNeedsLayout</code>方法，该方法会将当前 RenderObject 加入 <code>PipelineOwner#_nodesNeedingLayout</code>或传给父节点去处理；</li>
<li>当 RenderObject 的 Compositing Bits 有变化时，调用<code>markNeedsCompositingBitsUpdate</code>方法，该方法会将当前 RenderObject 加入 <code>PipelineOwner#_nodesNeedingCompositingBitsUpdate</code>或传给父节点去处理；</li>
<li>当 RenderObject 需要重新 paint 时，调用<code>markNeedsPaint</code>方法，该方法会将当前 RenderObject 加入<code>PipelineOwner#_nodesNeedingPaint</code>或传给父节点处理；</li>
<li>当 RenderObject 的辅助信息(Semantics)有变化时，调用<code>markNeedsSemanticsUpdate</code>方法，该方法会将当前 RenderObject 加入 <code>PipelineOwner#_nodesNeedingSemantics</code>或传给父节点去处理</li>
</ul>
<p>上述就是 PipelineOwner 不断收集『 Dirty RenderObjects 』的过程。</p>
<blockquote>
<p>RenderObject 内部的逻辑会在后续文章中详细分析。</p>
</blockquote>
<h2 id="request-visual-update">Request Visual Update</h2>
<p>上述4个<code>markNeeds*</code>方法，除了<code>markNeedsCompositingBitsUpdate</code>，其他方法最后都会调用<code>PipelineOwner#requestVisualUpdate</code>。
之所以<code>markNeedsCompositingBitsUpdate</code>不会调用<code>PipelineOwner#requestVisualUpdate</code>，是因为其不会单独出现，一定是伴随其他3个之一一起出现的。</p>
<p>如上图，随着<code>PipelineOwner#requestVisualUpdate</code>-&gt;<code>RendererBinding#scheduleFrame</code>-&gt;<code>Window#scheduleFrame</code>调用链，UI 需要刷新的信息最终传递到了 Engine 层。
具体讲，<code>Window#scheduleFrame</code>主要是向 Engine 请求在下一帧刷新时调用<code>Window#onBeginFrame</code>以及<code>Window#onDrawFrame</code>方法。</p>
<blockquote>
<p><code>Window#onBeginFrame</code>、<code>Window#onDrawFrame</code>本质上是 RendererBinding 向其注入的两个回调(<code>_handleBeginFrame</code>、<code>_handleDrawFrame</code>)：</p>
<pre><code>Code3-SchedulerBinding void ensureFrameCallbacksRegistered() {
  window.onBeginFrame ??= _handleBeginFrame;
  window.onDrawFrame ??= _handleDrawFrame;
}
</code></pre></blockquote>
<h2 id="handle-draw-frame">Handle Draw Frame</h2>
<p><a href="https://zxfcumtcs.github.io/img/RendererBinding_handleDrawFrame.png">
        <a data-fancybox="gallery" href="https://zxfcumtcs.github.io/img/RendererBinding_handleDrawFrame.png">
            <img class="mx-auto" alt="img" src="https://zxfcumtcs.github.io/img/RendererBinding_handleDrawFrame.png" />
        </a>
    </a>
如上图，Engine 在接收到 UI 需要更新后，在下一帧刷新时会调用<code>Window#onDrawFrame</code>，通过提前注册好的<code>PersistentFrameCallback</code>，最终调用到<code>RendererBinding#drawFrame</code>方法：</p>
<pre><code>Code4-RendererBinding#drawFramevoid drawFrame() {
  pipelineOwner.flushLayout();
  pipelineOwner.flushCompositingBits();
  pipelineOwner.flushPaint();
  renderView.compositeFrame(); // this sends the bits to the GPU
  pipelineOwner.flushSemantics(); // this also sends the semantics to the OS.
}
</code></pre><p>如上，<code>RendererBinding#drawFrame</code>依次调用<code>PipelineOwner</code>的<code>flushLayout</code>、<code>flushCompositingBits</code>、<code>flushPaint</code>以及<code>flushSemantics</code>方法，来处理对应状态下的 RenderObject。</p>
<h3 id="flush-layout">Flush Layout</h3>
<pre><code>Code5-PipelineOwner#flushLayoutvoid flushLayout() {
  while (_nodesNeedingLayout.isNotEmpty) {
    final List&lt;RenderObject&gt; dirtyNodes = _nodesNeedingLayout;
    _nodesNeedingLayout = &lt;RenderObject&gt;[];
    for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) =&gt; a.depth - b.depth)) {
      if (node._needsLayout &amp;&amp; node.owner == this)
        node._layoutWithoutResize();
    }
  } 
}
</code></pre><p>首先，<code>PipelineOwner</code>对于收集到的『 Needing Layout RenderObjects 』按其在『 RenderObject Tree 』上的深度升序排序，主要是为了避免子节点重复 Layout (因为父节点 layout 时，也会递归地对子树进行 layout)；
其次，对排好序的且满足条件的 RenderObjects 依次调用<code>_layoutWithoutResize</code>来执行 layout 操作。</p>
<blockquote>
<p>在父节点 layout 完成时，其所有子节点也 layout 完成，它们的<code>_needsLayout</code>标志会被置为<code>flase</code>，因此在 Code5 中需要第<code>6</code>行的判断，避免重复 layout。</p>
</blockquote>
<h3 id="flush-compositing-bits">Flush Compositing Bits</h3>
<pre><code>Code6-PipelineOwner#flushCompositingBitsvoid flushCompositingBits() {
  _nodesNeedingCompositingBitsUpdate.sort((RenderObject a, RenderObject b) =&gt; a.depth - b.depth);
  for (RenderObject node in _nodesNeedingCompositingBitsUpdate) {
    if (node._needsCompositingBitsUpdate &amp;&amp; node.owner == this)
      node._updateCompositingBits();
  }
  _nodesNeedingCompositingBitsUpdate.clear();
}
</code></pre><p>同理，先对『 Needing Compositing Bits RenderObjects 』排序，再调用<code>RenderObjects#_updateCompositingBits</code></p>
<h3 id="flush-paint">Flush Paint</h3>
<pre><code>Code7-PipelineOwner#flushPaintvoid flushPaint() {
  final List&lt;RenderObject&gt; dirtyNodes = _nodesNeedingPaint;
  _nodesNeedingPaint = &lt;RenderObject&gt;[];
  // Sort the dirty nodes in reverse order (deepest first).
  for (RenderObject node in dirtyNodes..sort((RenderObject a, RenderObject b) =&gt; b.depth - a.depth)) {
    if (node._needsPaint &amp;&amp; node.owner == this) {
      if (node._layer.attached) {
          PaintingContext.repaintCompositedChild(node);
      } 
    }
  }
}
</code></pre><p>对于 Paint 操作来说，父节点需要用到子节点绘制的结果，故子节点需要先于父节点被绘制。
因此，不同于前两个 flush 操作，此时需要对『 Needing Paint RenderObjects 』按深度降序排序。
如下图，在<a href="https://zxfcumtcs.github.io/2020/05/23/deepinto-flutter-paintingcontext/">深入浅出 Flutter Framework 之 PaintingContext</a>一文中详细分析了从<code>PipelineOwner#flushPaint</code>到<code>PaintingContext</code>内部操作的过程，在此不再赘述。
<a href="https://zxfcumtcs.github.io/img/PaintingPipeline.png">
        <a data-fancybox="gallery" href="https://zxfcumtcs.github.io/img/PaintingPipeline.png">
            <img class="mx-auto" alt="img" src="https://zxfcumtcs.github.io/img/PaintingPipeline.png" />
        </a>
    </a></p>
<h3 id="flush-semantics">Flush Semantics</h3>
<pre><code>Code8-PipelineOwner#flushSemanticsvoid flushSemantics() {
  final List&lt;RenderObject&gt; nodesToProcess = _nodesNeedingSemantics.toList()
    ..sort((RenderObject a, RenderObject b) =&gt; a.depth - b.depth);
  _nodesNeedingSemantics.clear();
  for (RenderObject node in nodesToProcess) {
    if (node._needsSemanticsUpdate &amp;&amp; node.owner == this)
      node._updateSemantics();
  }
  _semanticsOwner.sendSemanticsUpdate();
}
</code></pre><p>Flush Semantics 所做操作与 Flush Layout 完全相似，不再赘述。</p>
<p>至此，PipelineOwner 相关的内容就介绍完了。</p>
<h1 id="小结">小结</h1>
<p>PipelineOwner 作为『 RenderObject Tree』与『 RendererBinding/Window』间的沟通协调桥梁，在整个 Rendering Pipeline 中起到重要作用。
在 Flutter 应用生命周期内，不断收集『 Dirty RenderObjects 』并及时通知 Engine。
在帧刷新时，通过来自 RendererBinding 的回调依次处理收集到的：</p>
<ul>
<li>『 Needing Layout RenderObjects 』</li>
<li>『 Needing Compositing Bits Update RenderObjects 』</li>
<li>『 Needing Paint RenderObjects 』</li>
<li>『 Needing Semantics RenderObjects 』</li>
</ul>
<p>最终完成 UI 的刷新。</p>

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        <li><strong>版权声明：</strong>本作品采用<a rel="license" href="https://creativecommons.org/licenses/by-nc-nd/4.0/">知识共享署名-非商业性使用-禁止演绎 4.0 国际许可协议</a>进行许可，非商业转载请注明出处（作者，原文链接），商业转载请联系作者获得授权。</li>
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    <h2>See Also</h2>
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        <li><a href="/post/flutter_Framework/%E6%B7%B1%E5%85%A5%E6%B5%85%E5%87%BA%E4%B9%8BlAYER/">深入浅出之Layer</a></li>
        
        <li><a href="/post/flutter_Framework/%E6%B7%B1%E5%85%A5%E6%B5%85%E5%87%BA%E4%B9%8BPaintingContext/">深入浅出之PaintingContext</a></li>
        
        <li><a href="/post/flutter_Framework/%E6%B7%B1%E5%85%A5%E6%B5%85%E5%87%BA%E4%B9%8BElement/">深入浅出之Element</a></li>
        
        <li><a href="/post/flutter_Framework/%E6%B7%B1%E5%85%A5%E6%B5%85%E5%87%BA%E4%B9%8BBuildOwner/">深入浅出之BuildOwner</a></li>
        
        <li><a href="/post/flutter_Framework/%E6%B7%B1%E5%85%A5%E6%B5%85%E5%87%BA%E4%B9%8BWidget/">深入浅出之Widget</a></li>
        
    </ul>
</div>


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